These are 512 or 1024 units long an wide, these are generated by vvis. There are hacked versions out there, that are splitting every 2048, 4096 and so on, but there is a reason for that 512/1024 limit I guess.

1024 units. They are generated by VBsp, not VVis. VVis just goes through a series of passes to calculate what is and what isn't visible.

You could (if not already done) place a nodraw brush underneath the displacement hill, in the shape of a triangle. I can't exactly see whats done because I don't have the .vmf Also there is no reason for that concrete going up the slope to be a brush, as you have the wall there already, and I have series doubts anybody is going to be 1-2 units tall and have their visibility blocked from the concrete path.

The building on the bottom left, seen in the original construct, in front of the spawn, you have a room inside of the wall, which you shouldn't be able to see, probably form the lack of a hint/skip. The slant on the left going towards the lake brick wall should have a hint/skip brush to keep the visleafs from cutting excessively, and also keep people that are in front of the building looking towards it, from rendering something they can't see.

I want to strongly advise against the making of an under water tunnel with different heights of water surfaces. Once I have seen such an attempt in a map. The results are those graphical glitches:

It is, because the source's dx9 water doesn't support that well. It has something to do with PVS or something. You can workaround it, but you would have to use unreflective water which is ugly too.

This is caused by Source only having 1 texture to render reflections, which in this case, using the original one you see. This problem is avoidable if you separate their PVS, by not rendering the outside. Or you can keep it the same height.

The ceiling looks a little low, I assume that's due to the fact that there's occupied land ontop of it. Maybe you could extend the tunnel more, then build a larger 'submarine room' outside the map area. I made an image to help explain it

That'd be on the other side of the wall, I drew it like that for perspective. Of course it'd also call for a broader tunnel design as well.

Also if you choose not to do the above and just keep with what you've got, or even do the above and keep that tiny tunnel, I suggest a tunnel entrance in an octagon shape, like so (I had photoshop opened already so I figured I might as well do a small diagram)

I'll be honest though, I don't think the area is fit for a "submarine room", even though the wall may look empty without it, there are better ways to deal with that than squeezing in a submarine room. I think you'd be better off having one of the tunnels in the tunnel system (assuming that's still underway) lead off out of the central map area to a small but reasonably sized concrete "pool" area (with sunlight and all), designed for boat and submarine construction, and then you can easily fit in a submarine room there. I'd say left from spawn (assuming you spawn facing the grass still), because there's skybox buildings there which could hide it a bit.

How many people honestly agree with this idea? I think it is not in the best interest of keeping the players close to eachother, if you have a huge-ass white-room.

Also, on a side note, the whiteroom now has two-ply walls, so if you screw with the white-room's transparency, it wont screw up into a blurry-rainbow pile of crap anymore. You wont see the brick-wall behind it unless you set the opacity of the wall to Zero.

Internally it uses exactly the same system as the water. I'm going to look into improving the rendering so it draws the player, and isn't low resolution. I'd rather we not use a separate entity for it - because if I improve it in a generic way it'll work on any map - and the maps remain compatible with other games too.

Here is another compiled test version of the map as it is currently, for all gmod13 and gmod12 players. We dont plan on pushing the update to workshop until we finish the draft of the tunnels and the submarine room is placed/modified as it is needed.

Do not report bugs in this version of the map, only download it for the novelty, and for giving further suggestions to the tunnel system and submarine room.

I also included our (current and likely to change) mapicon that doesn't function properly when added via workshop. (Hint Hint Garry).

Internally it uses exactly the same system as the water. I'm going to look into improving the rendering so it draws the player, and isn't low resolution. I'd rather we not use a separate entity for it - because if I improve it in a generic way it'll work on any map - and the maps remain compatible with other games too.

It was brought up some time ago. How do you go about doing the white room garry? I know its some kind of brush based entity?

It would be nice to finally get doors in the white room to make it a completely coloured space.

The white room is constructed of normal brushes converted to func_brush entities, that have nodraw textured on 5 of the 6 sides, and the inside face, that you see, is painted with a custom texture called "gm_construct/color_room".

Making the doors painted with the whiteroom texture would be simple, making them have the same properties restricting people to not being able to physgun them and being able to color them would also be simple. The problem is implementing doors, and how you would trigger them without buttons that are easily visible in the room, AND being able to leave the room without noclip.

Do we want the borders of the doorways also colorable, or do we want just a single brush-based door to cover the entire gap, recessing the door into the wall to make it flush with the rest of the white room?

Edited:

From the lack of response, I will take that as a yes.

Just a concept, nothing is set in stone, just thought I would throw this out there to entertain you.

Edited:

I revised the design of the door, so the inside is 2 func_brush that are colorable, and are parented to the 2 func_doors, and you cannot physgun the func_brushes and you cannot physgun the func_doors, and you cannot color the func_doors, but you CAN of course color the func_brushes that are parented to the doors.

This keeps it from making the doors mimic the same color as the inside of the white room.

[h2]New Video:[/h2]Your browser doesn't support HTML 5 videos!

You may or may not notice that when I color the left panel with blue, right after, I try to color the door itself instead of the panel that is parented to it, and it doesnt do anything, confirming that it wont let you color the inner hallway doors, and of course, you cant physgun either the panels nor the doors themselves.

Edit:

Okay, both sides have doors now, this color-door feature will be kept until either the community votes it to be removed, or we all say that we like it.

I, personally, like it. Textures can, of course, be modified as needed for the small details. (Aka Stripes on door edges can be something else)

Taking my power nap now, will wake up later. Rate Winner if you like it, and would like it kept after being tweaked a little.

Do we want the borders of the doorways also colorable, or do we want just a single brush-based door to cover the entire gap, recessing the door into the wall to make it flush with the rest of the white room?

Do we want the borders of the doorways also colorable, or do we want just a single brush-based door to cover the entire gap, recessing the door into the wall to make it flush with the rest of the white room?

Edited:

From the lack of response, I will take that as a yes.

Just a concept, nothing is set in stone, just thought I would throw this out there to entertain you.

Edited:

I revised the design of the door, so the inside is 2 func_brush that are colorable, and are parented to the 2 func_doors, and you cannot physgun the func_brushes and you cannot physgun the func_doors, and you cannot color the func_doors, but you CAN of course color the func_brushes that are parented to the doors.

This keeps it from making the doors mimic the same color as the inside of the white room.

[h2]New Video:[/h2]Your browser doesn't support HTML 5 videos!

You may or may not notice that when I color the left panel with blue, right after, I try to color the door itself instead of the panel that is parented to it, and it doesnt do anything, confirming that it wont let you color the inner hallway doors, and of course, you cant physgun either the panels nor the doors themselves.

Edit:

Okay, both sides have doors now, this color-door feature will be kept until either the community votes it to be removed, or we all say that we like it.

I, personally, like it. Textures can, of course, be modified as needed for the small details. (Aka Stripes on door edges can be something else)

Taking my power nap now, will wake up later. Rate Winner if you like it, and would like it kept after being tweaked a little.

Please tell me the texture isn't final.
I like the idea but the door texture is awful.

Please tell me the texture isn't final.
I like the idea but the door texture is awful.

6 people seem to be disagreeing with this post so far, I think I may as well offer an alternative that I had in mind.

The current texture you're using I find rather unfitting. The width looks stretched, it has windows on it (even though they're blocked so you can't see through them, the very idea of using a door like this I find silly) and of course there's also, like someone mentioned already, the fact that a door like this behaves like this is a little unusual, though I don't have a huge problem with that personally, though it'd be ideal to have it making as much sense as possible, even though some will argue realism shouldn't be factored into the map design.

Here's a quick concept design I came up with, not overly advanced but more fitting than the current doors.

The grey/brown part is a metal texture of course (I'm sure there's plenty of fitting HL2 textures for something like this), and the red and white stripes the same texture currently used for the inside of the doors (that should remain the same too btw)

Just an idea of course, I think it'd be better than the current door for sure, though others may disagree.

Maybe add some ground to the 3-D skybox. It's always bugged me that going past 6 feet in the air allowed you to see the invisible ground beneath the buildings, and that problem is even more prominent now that there are solid, stand-on-able brushes up there.

After looking at some of the progress that was made on the submarine room,
As far as my idea for the design of the submarine room goes. I know I didn't show it well in my design but:

I did picture the tunnel sloping down at a couple of points with that small platform being on a flat section of the tunnel in the middle, and water pouring in from the lake, through the tunnel, and into the pool of the main room.
( I thought of it being like that because I knew there would be problems with the map being above it, but I guess I didn't quite know how difficult that would actually be to implement)

I also wanted the actual room to have a high ceiling. (The ceiling from the room in the progress shots high-voltage posted is WAY too low)

If it's too difficult to implement a tunnel that slopes down with the water, you might have to start from scratch as far as the concept goes or just not do an area like that at all.

(Also, assuming it did work out, someone did post a good idea a couple of pages back about the room having a rock ceiling which would definitely look better than flat concrete.)